Valakov

Valakov

Joined Member # 2426417
1 Posts 9 Replies 477 Reputation

this is just what i was looking for to add stats to creatures via questfile for my own personal mod. now, if i only knew xml better =) whoops, install to Mod file? thanks Havenfall

61 Replies 389,122 Views

Core Player Abilities has just a whole smorgasbord of faction wide ability boosts - but i cant find the proper coding to apply them only to wild creatures via quest route.

20 Replies 31,299 Views

Sirmort - exactly the case, the second reward for wildlandsplayer was leveling player controlled faction. wonder if specific creature types could be flagged for upgrades? unit class elemental, construct etc. trying to be minimally invasive for compatibility w whatever mods i add. still, basics work, going to butcher and paste my way to turn 600 or so, progressively adding levels, and if i can figure it out, some stat bonus's as well.

20 Replies 31,299 Views

Yarmyarch? i am trying to do something similar in regards to leveling creatures using the eclipse code as a base. how did you avoid giving the levels to the player as well? edit - figured it out with help, adding wildlandplayer tag to my script was the cause of player leveling. could have saved meself some time if id have searched better and found your mod, ah well, the internets > me with that being said, youve a

9 Replies 15,007 Views

well, that was interesting. strung out multiple code sets, renamed to eclicpse1,2, 3, 4 set the turn time to 5,7,9,11 levels 1 @ 5 2 @ 7 2 @ 9 5 @ 11 small map, normal- moderate across the board. "wildland" areas seem to be gaining exp, but at a slower rate than intended, and some not at all by the looks - edit, after looking at the exp bars, they are, some seem to have much higher exp requirem

20 Replies 31,299 Views

is pretty much what i was thinking for late game, but throughout i am looking to increase the spawns from each already created camp too.. which does look like a butcher and paste job changing the respawn turns. quicky first try on eclipse, will end up renaming each iteration after i figure out how many levels / turn progression [code="xml"] > <span style="font-s

20 Replies 31,299 Views

[quote who="davrovana" reply="6" id="3390582"] Remove the 'chance to trigger' tag, and it becomes 100%. Smaller numbers are less likely, larger more likely. It's a fraction calculation, denominator is defined by random event chance and the values in Elementaldefs.xml[/quote] awesome info, thanks so much. going to start writing it up on me next day off. (or when i finish the current game i am on perhaps) On t

20 Replies 31,299 Views

ah, the wonderful world of working midnights. after looking at the code.. and stil not understanding it, i think what i might do is just copy the eclipse, rename to 1,2,3 etc and set new turns for each iteration. going that route will also allow for differant level boosts at later turns etc. - will also copy the mob type lines and add in the other monster factions. still though, how do i "force" the event to happen, as oppposed to a random chance after turn X? time

20 Replies 31,299 Views

amazingly fast reply, thanks do see that the Eclipse (world gets more dangerous) event/quest is set to 0 - so i am going on the assumption i could set it to 1, but worried it will just zap the chance of other quests triggering. know there is another one that spawns higher level mobs/named later in turn count as well, but cant remember the name for the life of me. if i take the plunge and write my own, woul

20 Replies 31,299 Views

Good Morning, First off - top drawer work on LH Stardock, have been a fan since GC1, still go back to 2 when i get the 4x itch. longest running game burned into my hard drive(s) - still remember when you all were based down the street from my house (wait, was it troy or sterling heights? madison? oy getting old) have ran a few games of LH now, and am starting to get the modding itch, nothing special, just a few tweaks - the first i did was to remo

20 Replies 31,299 Views